#ifdef GL_FRAGMENT_PRECISION_HIGH
   // Default precision
   precision highp float;
#else
   precision mediump float;
#endif

uniform vec4 colorMod;

varying vec3 vTexCoord;

void main(void) {
	float ay = abs(vTexCoord.x);
	float ax = abs(vTexCoord.y);

	if (ay >= -2*ax+0.35 || ay >= 0.18)
		gl_FragColor = vec4(0.2, 0.2,0.2,0.0) + colorMod;
	else
		gl_FragColor = vec4(0.0,0.0,0.0,1.0) + colorMod;
}